html5 迷宫游戏(碰撞检测)

游戏效果图


通过鼠标拖拽在画布上添加墙壁,通过方向键控制多边形上下左右移动,遇到墙壁则无法前进。

需要解决的问题

鼠标按下,鼠标拖动,鼠标释放事件的检测

多边形的绘制

墙壁的绘制

多边形和墙壁的碰撞检测(实质上是圆和线段的相交判断)

MYCode:

<html>
    <head>
        <title>迷宫</title>
        <script>
            var canvas_width = 900;
            var canvas_height = 350;
            var ctx;
            var canvas;
            var everything = [];
            var cur_wall;
            var wall_width;
            var wall_style = "rgb(200,0,200)";
            var walls = [];
            var in_motion = false;
            var unit = 10;
            function Token(sx, sy, rad, style_string, n)
            {
                this.sx = sx;
                this.sy = sy;
                this.rad = rad;
                this.draw = draw_token;
                this.n = n;
                this.angle = (2 * Math.PI) / n;
                this.move = move_token;
                this.fill_style = style_string;
            }
            function draw_token()//绘制正n边形
            {
                ctx.fill_style = this.fill_style;
                ctx.beginPath();
                var i;
                var rad = this.rad;
                ctx.moveTo(this.sx + rad * Math.cos(-0.5 * this.angle), this.sy + rad * Math.sin(-0.5 * this.angle));
                for (i = 1; i < this.n; i++)
                    ctx.lineTo(this.sx + rad * Math.cos((i - 0.5) * this.angle), this.sy + rad * Math.sin((i - 0.5) * this.angle));
                ctx.fill();
            }
            function move_token(dx, dy)
            {
                this.sx += dx;
                this.sy += dy;
                var i;
                var wall;
                for (i = 0; i < walls.length; i++)
                {
                    wall = walls[i];
                    if (intersect(wall.sx, wall.sy, wall.fx, wall.fy, this.sx, this.sy, this.rad))
                    {
                        this.sx -= dx;
                        this.sy -= dy;
                        break;
                    }
                }

            }
            function Wall(sx, sy, fx, fy, width, styleString)
            {
                this.sx = sx;
                this.sy = sy;
                this.fx = fx;
                this.fy = fy;
                this.width = width;
                this.draw = draw_line;
                this.strokeStyle = styleString;
            }
            function draw_line()
            {
                ctx.lineWidth = this.width;
                ctx.strokeStye = this.strokeStyle;
                ctx.beginPath();
                ctx.moveTo(this.sx, this.sy);
                ctx.lineTo(this.fx, this.fy);
                ctx.stroke();
            }
            //note
            var mypent = new Token(100, 100, 20, "rgb(0,0,250)", 5);
            everything.push(mypent);
            function init()
            {
                canvas = document.getElementById("canvas");
                ctx = canvas.getContext('2d');
                //note
                canvas.addEventListener('mousedown', start_wall, false);
                canvas.addEventListener('mousemove', stretch_wall, false);
                canvas.addEventListener('mouseup', finish_wall, false);
                window.addEventListener('keydown', getkey_and_move, false);
                draw_all();
            }
            function start_wall(ev)
            {
                var mx;
                var my;
                if (ev.layerX || ev.layerx == 0)
                {
                    mx = ev.layerX;
                    my = ev.layerY;
                }
                else if (ev.offsetX || ev.offsetX == 0)
                {
                    mx = ev.offsetX;
                    my = ev.offsetY;
                }
                cur_wall = new Wall(mx, my, mx + 1, my + 1, wall_width, wall_style);
                in_motion = true;
                everything.push(cur_wall);
                draw_all();
            }
            function stretch_wall(ev)
            {
                if (in_motion)
                {
                    var mx;
                    var my;
                    if (ev.layerX || ev.layerX == 0)
                    {
                        mx = ev.layerX;
                        my = ev.layerY;
                    }
                    else if (ev.offsetX || ev.offsetX == 0)
                    {
                        mx = ev.offsetX;
                        my = ev.offsetY;
                    }
                    cur_wall.fx = mx;
                    cur_wall.fy = my;
                    draw_all();
                }
            }
            function finish_wall(ev)
            {
                in_motion = false;
                walls.push(cur_wall);
            }
            function draw_all()
            {
                ctx.clearRect(0, 0, canvas_width, canvas_height);
                var i;
                for (i = 0; i < everything.length; i++)
                {
                    everything[i].draw();
                }
            }
            function getkey_and_move(event)
            {
                var keyCode;
                if (event == null)
                {
                    keyCode = window.event.keyCode;
                    window.event.preventDefault();
                }
                else
                {
                    keyCode = event.keyCode;
                    event.preventDefault();
                }
                switch (keyCode)
                {
                    case 37://left arrow
                        mypent.move(-unit, 0);
                        break;
                    case 38://up arrow
                        mypent.move(0, -unit);
                        break;
                    case 39://right arrow
                        mypent.move(unit, 0);
                        break;
                    case 40:
                        mypent.move(0, unit);
                        break;
                    default:
                        //window.removeEventListener('keydown', getkey_and_move, false);
                }
                draw_all();
            }
            function intersect(sx, sy, fx, fy, cx, cy, rad)
            {
                var dx;
                var dy;
                var t;
                var rt;
                dx = fx - sx;
                dy = fy - sy;
                t = 0.0 - (((sx - cx) * dx + (sy - cy) * dy) / (dx * dx + dy * dy));
                if (t < 0.0)
                {
                    t = 0.0;
                }
                else if (t > 1.0)
                    t = 1.0;
                var dx1 = (sx + t * dx) - cx;
                var dy1 = (sy + t * dy) - cy;
                var rt = dx1 * dx1 + dy1 * dy1;
                if (rt < rad * rad)
                    return true;
                else
                    return false;
            }
        </script>
    <body onLoad="init();">
        <canvas id="canvas" width="900" height="350"></canvas>
    </body>
</html>

难点

多边形和线段碰撞检测的方法

函数intersect()负责检测多边形和线段是否相交

记线段上一点p(x,y)

线段2个端点是(sx,sy)和(fx,fy)

dx=fx-sx

dy=fy-sy

x和y可以表示如下

x=sx+t*dx

y=sy+t*dy

要判断线段和多边形是否相交,转化为判断线段和多边形的外接圆是否相交

为此需要找到线段上离圆心o最近的一点p

如果|op|<圆的半径,则可以判断线段和圆相交。

否则不相交。

怎么找到线段上离圆心距离最近的点呢?

p点到o点的距离可以表示为

distance=sqrt((x-cx)*(x-cx)+(y-cy)*(y-cy));

代入

x=sx+t*dx和y=sy+t*dy

可以得到distance是一个关于t的函数

对此函数求导

求出函数值为0时对应的t值就可以得到距离圆心最近的点


原文地址:https://www.cnblogs.com/java20130725/p/3215818.html